Total War: WARHAMMER II

Total War: WARHAMMER II

-- DISCONTINUED -- Blood-Grounds
195 kommentarer
InfoManiac 16. jan. 2024 kl. 18:12 
it still works with a few caveats: You cant get passed a level 1 settlement even though you can still upgrade herdstones. It mixes the CA herdstones with this mods herdstones.
Pvt.Daniels 18. juli 2021 kl. 8:39 
i enjoy his mod so much more than the dlc blood grounds :steamsad:
SeeleSee 15. juli 2021 kl. 3:01 
better than ca dlc :cozybethesda:
TruthWarrior115 14. juli 2021 kl. 18:38 
i still believe this mod is useful :/
Velykos 14. juli 2021 kl. 8:16 
Can't imagine playing SFO Beastmen without this.
Appreciated.
Emprah's Finest 5. juli 2021 kl. 1:39 
Incredible work! Thanks for all you've done to make beastmen playable for so long.
LICE 2. juli 2021 kl. 13:46 
RIP this mod. Thank you for making this before CA did, it made the beastmen much more fun!
romavictor 1. juli 2021 kl. 18:21 
@warsonger

Damn, they even use a similar image for the herd stone (I guess that's in the artwork but still.)
Swansonhart 1. juli 2021 kl. 11:53 
@Warsonger
Ahh I see now, thx for letting me know. Also I bet they got inspired by your mod :sealdeal::cupup:
Warsonger  [ophavsmand] 1. juli 2021 kl. 11:47 
CA livestreamed a brief showcase of the dlc and Beastmen rework contents. There will probably be more detailed infos later, but based on what they showed, this mod won't be needed anymore ;)
Swansonhart 1. juli 2021 kl. 11:37 
@Warsonger
Has there been a reveal about Beastmen mechanics that I missed? :steamsad:
Warsonger  [ophavsmand] 1. juli 2021 kl. 11:33 
BIG NOTE: The update on this mod probably will be discontinued, as the new official Beastmen update does similar things as this mod (just far more better, of course)
Baligdur 11. juni 2021 kl. 19:41 
The problems with port building may be caused by Mixu unlocker or other mod that edit startpos.
Swansonhart 12. maj 2021 kl. 7:55 
One of the essential mods for beastmen. All worked last time I checked.
Leaf 21. apr. 2021 kl. 7:25 
@Warsong a friend of mine said u you cant raze an outpost of a beastmen cause its already a ruins. can you verify this?
Warsonger  [ophavsmand] 18. apr. 2021 kl. 5:00 
No clue dude, test it out with each mod you are using (which potentially can affect this mod)
JohnnyM&M 4. apr. 2021 kl. 12:31 
Update it please
Detective Bong Hits 16. feb. 2021 kl. 22:12 
@ JethroKirby Yeah, I am also using Southern Realms but I don't think that mod is the issue. Morghur and Malagor campaigns also have the same problem.
JethroKirby 16. feb. 2021 kl. 17:08 
Actually, have you guys been testing it alongside the Southern Realms mod? I realize that all my test have been with that mod enabled and after capturing an Estalian city. Maybe that is it?
JethroKirby 16. feb. 2021 kl. 17:06 
The mod works flawlessly for the AI and that is good enough for me :D
JethroKirby 16. feb. 2021 kl. 17:05 
So the same method for the Chaos Towers mod doesn't work for this one? That is odd. Yeah, they definitely need a rework.
Warsonger  [ophavsmand] 16. feb. 2021 kl. 11:48 
I have no clue either, ports were working in older patches, dunno what changed. And only on Beastmen side... I really hope CA is working on a Beastmen rework for their next hit, cuz even modding them is just sad.
Detective Bong Hits 16. feb. 2021 kl. 10:55 
@JethroKirby Yeah, major setback on my end. I tested several new games with beastmen and the ports either don't work (blank empire fort) or they do (with my temp fix). And its been really random on how it works. I've waited a couple of turns and then took a city/town with a port and empire fort. Another couple of turns and take another city/town and the port works. Whats strange is that his other mod, which does the exact same thing for chaos, works perfectly. Your guess is as good as mine.
JethroKirby 16. feb. 2021 kl. 5:01 
@Detective Bong Hits After applying your fix, I'm still getting weird behavior. The port now has a castle icon and shows that it can be upgraded but it won't let me do so and doesn't show any info when hovering over it. There is a raiding port showing in the building browser that won't let me build it because I need to "upgrade the settlement first". Maybe I did something wrong?
Detective Bong Hits 14. feb. 2021 kl. 0:45 
@Shatilov @Redbaron998 I fixed it. You need pack file manager to edit the lines though. In building_set_to_building_junctions_tables, you need to change all the port building_sets to wh_main_set_port.
Shatilov 6. feb. 2021 kl. 18:36 
I am having the same issue like redbaron998.
Redbaron998 28. dec. 2020 kl. 9:37 
I agree that the Magical forest should have something special like a landmark.

I am having an issue with ports. It is showing a lvl 1 empire town and I cant demolish it. Doesnt negatively impact but it has no purpose.
cybvep 4. dec. 2020 kl. 14:41 
I think that the newly added Magical Forests should have unique herdstones.
cybvep 19. okt. 2020 kl. 3:58 
Nice mid. I especially like the idea of using Skaven hidden city mechanics for the Beastmen, it suits them well. What I'm not a super fan of is the fact that you can recrut new hordes (lords) in your regions at no population cost. This changes balance significantly, because you can recruit tons of them quickly and horde growth does not suffer at all.
HughJanus69 18. sep. 2020 kl. 18:13 
sfo integrates the occupation? I play sfo and the AI never seem to ever occupy anything as beastmen or even chaos. Maybe thats because beastmen suck but still... are you sure it is part of sfo?
Callhub 11. sep. 2020 kl. 8:53 
Thanks the quick answer :sealdeal:
Warsonger  [ophavsmand] 11. sep. 2020 kl. 8:50 
Yes, works fine in coop.
Callhub 11. sep. 2020 kl. 8:04 
Coop Compatible?
linkfire12 20. aug. 2020 kl. 21:43 
From what I played the "main cities" seem to be the Racial Capitals.
hi3r0ph4nt 20. aug. 2020 kl. 17:56 
Could you write down which are the 'main cities'?
Tαrtαrus 15. aug. 2020 kl. 10:28 
alright, thanks for the quick response!
Warsonger  [ophavsmand] 15. aug. 2020 kl. 0:29 
@Tartarus
No it's a fault of a Beastmen mechanic. You have to be in the Hidden Encamp stance to recruit, being in a settlement does not work (I couldn't fix it). However, you can right click out of a settlement and go into Hidden camp anytime, as it cost 0 movement point.
Tαrtαrus 14. aug. 2020 kl. 20:51 
unlike the chaos version of this mod, in encamp, i cant recruit. but with chaos i can. was this an intended feature, or on my end?
Warsonger  [ophavsmand] 12. aug. 2020 kl. 4:18 
I'm not sure, but I think it will work. Thanks!
vo 12. aug. 2020 kl. 2:25 
Hello, great mod amazing work thank you for it!
Question, map painter mod, will this work with it ?
linkfire12 20. juli 2020 kl. 5:02 
I attempted to turn Helmgart into a Blood Ground, but I am unable to build anything, it remains an empty ruin.
Edin 20. juli 2020 kl. 2:51 
Hmm, so for some reason I can't go into Hidden Encampment with the beastmen at 0 movement.
Oswald 14. juli 2020 kl. 23:20 
@Warsonger
Very nice, goood job keep it up :lunar2019coolpig:
Warsonger  [ophavsmand] 14. juli 2020 kl. 14:07 
So I updated the mod. Fixed the settlement buildings of Empire Forts and High Elf Gates, fixed two missing capitals (Tor Yvresse, Massif Orcal).
Oswald 7. juli 2020 kl. 10:22 
@Warsonger
It would be nice with some kind of garrions. its rather pointless to own without one..
A normal blood ground town with its garrion building amount and types could be the easy fix.
Warsonger  [ophavsmand] 7. juli 2020 kl. 10:13 
@Wamuudes
You are in luck, as I'm working on it. I try to update the mod sometime soon.
Oswald 23. juni 2020 kl. 8:42 
Could you make the Forts on the map have garrions?
I took one but it have 2 untaint and some growth and nothing else.
Warsonger  [ophavsmand] 1. juni 2020 kl. 22:35 
@UncleDoctor
Indeed! And a fun fact: the game has a modifier, which makes the hidden beastmen encampment to always fail an ambush. Of course I changed that to work like a normal ambush, as you experienced it. I just don't get why did they had that limitaion in the first place... :)
Doktober 1. juni 2020 kl. 16:49 
Good stuff, encamping at 0% movement is fun b/c after razing and encamping, it almost always results in an enemy faction moving to colonize the ruins and they walk into an ambush :)
Calibrated 21. maj 2020 kl. 12:35 
wish every author posted that so quickly